When i try to compile, i get this error; Too less parameters on line 4. The correct number is 2.

Whats wrong? Also is anything else wrong?

The problem with this is that you're using PokeScript based commands, while XSE only accepts a completely different scripting language. All script editors have different variations of commands and the data that you have to apply to each one. I would strongly urge you to read this tutorial to learn the correct structure of each command in XSE.

Anyway, here's a cleaned up version of your script that will work in XSE:

The script looks pretty different to what you had, but that's because a lot of the initial commands were unnecessary so I shortened it a bit. I've also added the commands 'setflag 0x828/ 829' as they activate the Pokemon and Pokedex options in the menu respectively (Assuming that this is the first time that the player is getting their Pokemon). Also, this dialogue will play every time you talk to the NPC so put a 'checkflag 0x828/9' command at the start of the script to check if the player has gone through it before and then branch off how ever you see fit.

Spent 5+ Hours trying to get it to work, Flawless execution. Everything is perfect. But once you leave the house, the sprite is still there and the script can be done an unlimited amount of times.
(Also, it freezes the game when 0x1 is set to 0x0 in the "if" line)

Spent 5+ Hours trying to get it to work, Flawless execution. Everything is perfect. But once you leave the house, the sprite is still there and the script can be done an unlimited amount of times.
(Also, it freezes the game when 0x1 is set to 0x0 in the "if" line)

Um what's with the compare LASTRESULT? you can just remove that and make if or condition 0x0 and did you put the flag on the person ID? try putting a flag so the Person won't appear again. And put the warp code on the last part since the rest of the script won't continue because you will be warped...

Um what's with the compare LASTRESULT? you can just remove that and make if or condition 0x0 and did you put the flag on the person ID? try putting a flag so the Person won't appear again. And put the warp code on the last part since the rest of the script won't continue because you will be warped...

And note LASTRESULT is replaced by 0x800D in the latest XSE version

Thanks Tajaroos, second time you've responded to me
(Btw, first script was fine, just needed to update XSE, as for this particular script)
Thanks for the pointers, works now!

Hello everyone, I am a newcomer and a newbe rom hacker. I will be very happy if anyone could help me with my trouble. My problem could be a hard one but, if anyone has done similar thing(s) before, please tell me how to do it.

Basically, I am trying to hack the pokemon black2(or black, since the move information are basically the same) to make the move "Petal Dance" a non-continuous move(you can choose another move next turn).

The move information for Petal Dance in pokemon black is stored in address 06FBB2F4 (Posted on a Japanese website). Similar to that in those GBA versions, the power, PP, accuracy, special effect code .etc come one after another. I tried to copy the exact same special effect of the move "confusion" to replace the special effect of the original "Petal Dance" but it did not work. Enemy pokemon got confused sometimes but unlike those GBA versions in which the original effect will disappear completely, the "2-3 turn continuous" effect of it was still there.

There must be some other place that stores the special effect of "Petal Dance", "Outrage" and "Thrash", and there must be a place that stores the "move pointers" that specify the offset of the move information, special effects and their graphics.(As in those GBA versions)

I have been searching the hex codes for several days and could not find any similar code as in those GBA versions. My brain is almost dead now.

If anyone has experience of investigating moves or has experience of finding offsets or addresses in DS versions, please help me!
If anyone knows the address which has the special effect of those 3 moves or the address of those orignal pointers, please tell me!

This is a pretty long reply and thank you for reading it. I really need help.

First make sure you have a var in the var box, and that it is an unused var.
i.e 40E7
Also try using a lower flag that is unused, like 300
Hope this fixes your problem
PS. I removed the spaces, switched the flag, and relocated the lock command.

First make sure you have a var in the var box, and that it is an unused var.
i.e 40E7
Also try using a lower flag that is unused, like 300
Hope this fixes your problem
PS. I removed the spaces, switched the flag, and relocated the lock command.

However, the moment he walks up to you, the game imediately goes to the title screen without saving your game. (you know, the title screen that says PRESS START) I'm not sure what I did wrong. Also if it helps:

Spoiler:

I am using Advance map 1.95. In the "TRAINER $00" box I put "TRAINER $01" and the "VIEW RADIUS $0000" box I put "VIEW RADIUS $0006"

However, the moment he walks up to you, the game imediately goes to the title screen without saving your game. (you know, the title screen that says PRESS START) I'm not sure what I did wrong. Also if it helps:

Spoiler:

I am using Advance map 1.95. In the "TRAINER $00" box I put "TRAINER $01" and the "VIEW RADIUS $0000" box I put "VIEW RADIUS $0006"

Please help good people of pokecommunity

From looking at it, I could only guess that it could be to do with the dynamic offset.
Try not to use any dynamic offsets lower then #dynamic 0x800000.
It could possibly be that the dynamic offset is interfering with another offset that is causing the game to restart.

Apart from that, I don't know. I'm a bit rusty at PokeHacking

__________________

Currently working on a new Pokemon Hack with an in-depth story line!
That's about as much as you're going to get for now...

Can someone please tell me what's wrong with my script? I'm trying to make this person give me the running shoes. Everything seems to work fine until I actually try to use the running shoes, which I then find out that I don't have it (or it doesn't work).

Hello, im brand new to scripting, and having trouble making a script box work in Pokemon Ruby. I've looked at many tutorial, but so far, nothing has worked. I am using PokéScript, and would appreciate any help. So here is the script:

A) what does altering the var number on tile scripts do? (the ones you walk on)

The var numbers for scripts on map tiles give those scripts unique identities. It's been my experience that some scripts don't like to run if they don't have a variable assigned to them (but I'm probably doing something wrong).
With a var number assigned to the script, you can "turn off" the script simple by assigning a different value to that variable in a script.
That is, a good way to ensure that a script only runs once (even after warping back into an area) is to include a line such as "setvar 0x5000 (or whatever your scripts assigned var is) 0x1"

As far as your other concerns, just by looking at your scripts I can't say for sure; however I can say that you do not need the "pause" line at all.
Setting flag 0x828 may or may not be the problem; it's the flag which enables the "Pokemon" section on the Start menu.

Quote:

Originally Posted by minor

anyways here the script. appreciate it if you could point out what's wrong and how i can fix it? thanks.

I don't know that it's necessary, but put "lock" and "faceplayer" at the very beginning of script; there's no need for them anywhere else after, usually.

You entered "message" rather than "msgbox" before @talk2.
Instead of callstd 1, put in "compare LASTRESULT 0x1"; LASTRESULT is not a command, it's a variable where data is temporarily stored. In this case, the answer to the yes/no question.

Also, it looks like you assigned flag 0x200 to this fight/dialogue; make sure you have the script set that flag at some point, if you want it recognize that the fight has already occurred.

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